Sat.Aug 20, 2022 - Fri.Aug 26, 2022

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Performance Taskforce Getting Yet Another Game Developer Hired

The GameDev Guru

I just got this inspiring email from Performance Taskforce member Sourav.

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Godot 4.0 will discontinue VisualScript

Mircosoft Game Dev

Godot's visual scripting language, VisualScript, was introduced in Godot 3.0, almost five years ago. Despite our continuous effort, it never gained traction and the path to improve it was never clear. Because of this, for Godot 4.0, we decided to accept that the approach we took from the start was simply not the right one and decided to remove it from the engine.

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Top Sessions for Game Developers at GTC 2022

Nvidia

Learn about the latest RTX and neural rendering technologies and how they are accelerating game development. Learn about the latest RTX and neural rendering technologies and how they are accelerating game development.

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The Advantages of PC Game Development

Starloop Studios

The gaming industry continues to grow year after year and proves to be one of the most popular forms of entertainment out there. It’s never been easier to find games to play due to their accessibility on consoles, mobile devices, and PC. Each platform has its own set of advantages and disadvantages, but PC [.].

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Music enthusiast and cinephile: Jim Jarmusch

Filmustage

Get your coffee and cigarettes ready, because we continue to delve into the world of auteur cinema. Today's piece is filled with music and boundless love of free art, which means we'll be talking about Jim Jarmusch. Say no more and let’s dive into the incredible world of his filmmaking. Disclaimer: our blog has no academic purpose behind it, because we are viewers just like you.

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Is Microsoft buying Activision market share?

Gamesbrief

I’m spending some time getting back up to speed on the major players in the games sector as part of my increased involvement in Hiro Capital, and this chart in the Activision Blizzard annual report leaped out at me: Microsoft was less than 10% of Activision Blizzard’s revenue. Sony was more, and the two main mobile platforms were about 1/3 of the total.

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D2 log 070 – Attack tokens

Catnip Games

It looks ridiculous when all enemies attack the player at once. And it’s frustrating. We need to globally throttle the attack rate. Inspired by this fascinating Doom talk , I implemented a token system. Before each attack, enemies must acquire a token for it. After the attack and some cooldown period, the token goes back into the “free” pool.

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My Game Engine got me a new Job!!!!

Harold Serrano

Hey guys, Wanted to share with you my story on how my engine got me a new job as a Renderer Developer. I hope you enjoy the video: Thanks for watching.

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What is Valve’s strategy?

Deconstructor of Fun

In the past, fans debated which would be the winner gaming platform among many warring ones, with every new generation bringing in new contenders (Sony, Microsoft…) and removing some (like Sega or Atari). Some reminiscence of those conflicts still remains nowadays a PC, PlayStation and Xbox fans continue to clash over supremacy. But despite what may look like a pivotal battle, in reality, these players are a minority within a huge gaming population that is dominated by a single gaming platform -

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Amazon GameLift launches support for AWS Local Zones

AWS Games

Today, we are excited to announce the general availability (GA) of an update to Amazon GameLift that expands support to AWS Local Zones, which increases coverage for game developers, while providing seamless, low-latency gameplay experiences for players. With this update, game developers can tap into 8 new Local Zones in Chicago, Houston, Dallas, Kansas City, Denver, Atlanta, Los Angeles, and Phoenix.

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We Released Queen's Wish 2: The Tormentor!

The Bottom Feeder

Two years of my life. We have released Queen's Wish 2: The Tormentor for Windows & Mac! It’s out on Steam , Epic , and GOG.com. It's our 18th all-new full-length title. An iOS version is coming soon. It's an indie, epic, turn-based, story-heavy, et cetera, et cetera. Writing PR text is getting exhausting. We've been in the business for 28 years, a record for the longest period of continuous professional indie development.

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